Sunday 15 December 2019

Broadside and Ram House Rules


I'm putting together a Quick Reference  Sheet for Broadside and Ram so thought it would be a good idea to incorporate the tweaks that I've made over several games, most of which either clarify things or add a bit more tactical detail.

Movement and Turning

Only one move can be made per turn, either CS or MS, the latter costing 1AP. Only 1 AP can be spent for MS movement per turn i.e. you can't move more than that in a turn

Turning radii are halved to a maximum 45 degrees for AS, WS, SS and MS, but 90 degrees for GB and paddle vessels, due to their better manoeuvrability.

Sidewheel Paddle vessels may rotate 360 degrees on the spot in the turn phase but must be stationary to do so.

Collisions and Rams

Ram Bow equipped ships get a 2D6 addition to combat factor when ramming. Do not add the combat factor. Instead Attacker rolls 1D6 + CS/MS and Defender rolls 1D6 + DF.

Combat

Firing arcs are halved to 22.5 degrees from each beam.

Damage Effects

If a second damage result of the same type or higher is suffered then the damage level increases by one level e.g. if a Silenced ship has a second Silenced result, it becomes Crippled.

If a second damage result is caused but it is lower, than the current damage level,  it has no effect e.g. if Crippled and a Damaged result is caused, then the ship remains Crippled.

Critical Hits

The table for Critical Hits has been replaced with a slightly amended one:

Roll 2D6 if critical hit scored.

1-2 = Fire

Roll 2D6 at the start of each turn. 2-6 = damage escalates 1 level, 7-11 = fire extinguished, 12 = Magazine Explodes. Ship has -1 penalty to shooting when on fire.

3-4 = Gun Deck Damage (as table)

5-6= Engine Damage (as table)

7-8 = Upper Deck Damage (as table)

9-10 = Waterline Damage (as table)

11-12 = Magazine Hit (as table)

Shattered Ships

Roll a D6 at the start of each turn, on a roll of 6 in the first turn the ship sinks, 5-6 in the second turn, 4-6 in the third turn and so on.

I'm also going to have a think about some rules for booms, tethered mines (torpedoes) and spar torpedo equipped boats but they will have to be play tested before I build them into a game.

2 comments:

  1. I look forward to your playsheet when ready!

    Simon

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  2. Hi Jim - I may be reading this wrong, but does your suggested modified ramming rule now mean that a small very fast gunboat is very effective when ramming an armoured ship as it is the CS/MS speed that is added to the D6? Cheers Simon

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